Wetting myself...

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John Adams
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Post by John Adams » Sat Jun 07, 2008 9:56 pm

Zcoretri wrote:It's set up 'live-like'
I'll have to set it up for outsiders to connect.
Cool, don't worry about it right away. I would like to discuss with you how you think the best way to "clean up" these zones will be. I have a good number of zones spawned on my server, just not sure where to start.
I think we finally have all the npc appearance stuff worked out in the parser. I spent the day on Live comparing it to the spawns on TessEQ2. They look the same for the most part.

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YAY

Post by weasy » Wed Jun 11, 2008 7:43 am

It really does seem to be flying.
Those "simple issues"
seem to have helped John out alot!
Whee I can't wait for this, it's fun watching this grow from the nothing where it started.

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Re: YAY

Post by link2009 » Wed Jun 11, 2008 2:24 pm

weasy wrote:It really does seem to be flying.
Those "simple issues"
seem to have helped John out alot!
Whee I can't wait for this, it's fun watching this grow from the nothing where it started.
It's like you, like a baby...started from nothing and became something great. (Not referring to you.) :lol: :lol:
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Re: YAY

Post by John Adams » Wed Jun 11, 2008 6:39 pm

link2009 wrote:It's like you, like a baby...started from nothing and became something great. (Not referring to you.) :lol: :lol:
omg will you stop replying just to reply...
;)

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Post by link2009 » Wed Jun 11, 2008 7:03 pm

Well in that case, then we should lock this thread, if the question has been answered. Don't you think so,
John? :wink:
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Post by John Adams » Wed Jun 11, 2008 7:05 pm

I didn't have a question. I was wetting myself that doors worked. :D

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Post by link2009 » Wed Jun 11, 2008 7:10 pm

lol control you're hormones, I know you're going through puberty, but...DAMN! :lol:
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Post by LethalEncounter » Thu Jun 12, 2008 12:18 pm

John Adams wrote:I know there are references in the database as to mob "groups", but I have not yet determined if that is all about the linking or not. As far as I can tell so far, you cannot click on one mob and see 3 others light up, if that's what you're asking.
I think it's cool that you are working on a zone. Is it custom, or Live-like? I might like to take a peek when you're done. :D
I already know how to display the linking correctly, but I just havent gotten around to writing the code necessary for NPC groups (or player groups for that case). I will probably do all of the group code at once. Since I am running out of basic things that need to be fixed, it wont be too long from now.

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Post by John Adams » Thu Jun 12, 2008 5:12 pm

I do not currently see a table or field to designate what spawns will be linked to what group, so as you get closer to coding this, I'd like to get your take on how best to do that. Maybe a spawn_groups table, or just a field in the zonespawnentry table linking them together?

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Post by LethalEncounter » Thu Jun 12, 2008 5:30 pm

I was thinking maybe a table called zonespawngroups that looked something like the following fields:
group_id
zonespawngroup_id
Using the id from zonespawngroup would give us a little more flexibility. Instead of having the exact same npcs in the group every time, you could use that to make it add different npcs to the group. Useful for adding different npc class types. Did that make any sense? :P

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Post by John Adams » Thu Jun 12, 2008 5:51 pm

The logic and concept makes sense, the table name, maybe not. Since we already have a `zonespawngroup` table. I'd rather avoid the confusion of these two similar group names... but yes, I get what you mean. I like the idea of dynamic, random grouping.
Although if you think about it, that's the purpose behind zonespawnentry and the spawn_percentage argument - where I have 2 different NPCs in the same `zonespawngroup` but one has a 25% chance to spawn, the other a 75%. Same x,y,z. So theoretically, you could make a group of 6 have many differnt NPC models and textures spawn based on their spawn_percentage instead.
Yes? No?

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Post by LethalEncounter » Thu Jun 12, 2008 6:27 pm

Yah, that is what I was getting at with using the zonespawngroup id. It would easily allow npcs to be assigned to the group based on their spawn percentages instead of assigning the same 3 (or 4, etc) npcs to the group.
Good point about the table name, but I would like to keep the name similar to the other zonespawn* tables simply because it is closely related to those tables. Maybe zonespawnparty? It really doesnt matter to me as I wont be working as much with the db as your team will. Just let me know what you prefer.

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Post by John Adams » Thu Jun 12, 2008 6:35 pm

Is there any reason why we cannot add `group_id` to one of the existing zonespawn* tables? zonespawnentry will have (at least) 1 entry per zonespawngroup and zonespawns (it is the intersection between those two and the spawn table) Unless you are going for the many-to-one idea?
Either way, perhaps zonespawnslinked (or just zonespawnlink), since that is the general purpose of the new table?

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Post by LethalEncounter » Thu Jun 12, 2008 6:42 pm

Yah we could always add a column to the zonespawngroup table for this, maybe called party_id or something similar and use default 0. Maybe that is the best way to go, I had previously just wanted to keep them separate but they really dont have to be.

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Post by John Adams » Sun Jun 15, 2008 11:00 am

Getting back to wetting myself...
I just parsed a new batch of logs, and now that everything seems to be jiving together, doors and zone points seem to be working without any manual effort! That is awesome! I was so surprised to enter a previously empty zone, see doors hanging, click on them, and they swing open. Same with zone point clickies (except the bells, but we'll get to that).
One question, LE... since doors are generally single-clickable and not targetable - is it still possible to somehow make them moveable like we do NPCs? Reason being, some doors while parsed, are not quite on their hinges, and it would make the data teams job easier of we could just move them into place using your leet /move_spawn methods.
Maybe a toggle to temporarily disable door functionality while "hanging" them, so they can be targetted and moved, then toggle functionality back on?
Thoughts?

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